Remove these ads. Join the Worldbuilders Guild

Wizard School: Technomancer

The technomancers are an elite group of wizards that specialize in attunement to computer systems, implants, and familiar-like droids that are useful for a variety of purposes. They gain this power by learning to magically alter the coding of operating systems, and machines. This practice is often reserved for only the highest classes in society, living among the clouds in the Exaltation, and on the occasion they descend to the surface, they are treated with caution and fear, serving as inquisitors in the highest grades of crime. These wizards often wear specialized respirators that hide their faces and clean the air they breathe, and always travel with a mechanical companion.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Mechanical Servant
At 2nd level, you may assemble a Tiny Servant out of scrap metal and wires as an action. A power source (ex: battery, arcane crystal shard, blood) is required to keep the creation operational. This Tiny Servant may take the shape of any Tiny creature you choose, and lasts until destroyed or dismissed. When dismissed or at 0 hit points, the Tiny Servant will fall apart and the power source will be destroyed.
You may choose to control your Mechanical Servant during the duration of a short rest. During this time, your mind enters the mechanical servant. You may cast cantrips, and venture no more than 1 mile from your body before the mechanical servant shuts down. To reactivate it, you must find it and use an action to reestablish your magical connection with the power source.
Should you be at least two size categories smaller than the Mechanical Servant you create, you may include a compartment in which you may ride.
Countercharge
At 2nd level, you gain the Countercharge reaction. When an implant is in use within 90ft of you, you may make the user roll a Wisdom saving throw against your spell save DC. On a failed save, the implant fails to activate while using the intended charge.
You cannot use this ability again until you complete a short or long rest. Additionally, at 10th level, you gain the ability to use this feature twice before completing a short or long rest.
Construct Upgrade
At 6th level, your ability to manifest a servant improves. You Mechanical Servant may now be size Medium or larger, and uses the Animated Armor stat block when size Small or Medium. Additionally, when controlling your mechanical servant during a short rest, you may move up to 5 miles away from your body before shutdown occurs. Small and Medium sized creatures require two power sources to create.
Arcane Attunement
At 10th level, your attunement to technology through magic manifests within your physical body. Should you choose to receive a Spellware implant, you automatically succeed the saving throw for the first implant you receive. If you already have a Spellware implant and failed the saving throw against Spellware Backlash, remove one level of backlash. If you succeeded a saving throw against Spellware Backlash before gaining this feature, you may use it to bypass the saving throw for an additional Spellware implant.
Mechanical Master
At 14th level, your magical connection with technology is fully formed. Your Mechanical Servant may now be up to Large in size. A Large sized Mechanical Servant will use the Shield Guardian stat block, and requires a fully formed arcane crystal to power. Upon destruction or dismissal, the power source from your Mechanical Servant is now salvageable should you spend an action to retrieve it. When controlling your Mechanical Servant during a short rest, you may now cast spells up to 3rd level equal to half of your normally available spell slots, and travel up to 25 miles from your body before shutdown occurs. Should shutdown occur, your Mechanical Servant will now travel back to your location.
Additionally, should you choose to create a Mechanical Servant of Tiny size, you may have up to three servants at once. Should you choose to create a Mechanical Servant of Small size, you may have up to two at once. You cannot control more than one Mechanical Servant at one time.
At 20th level, this ability improves, and you may create a Mechanical Servant up to Huge size. A Huge Mechanical Servant will use the Iron Golem stat block.
subclass options:

Created by

Ticklesthegamemaster.

Statblock Type

Class Features

Link/Embed